Server no longer takes the --server command line option, instead you can use the --info option to set the metaserver announcement text to whatever you like. The -a option when given to the client skips the connection dialog entirely.

A "wall" server command added which gives message to all players.

A new flexible timeout set through "timeoutinc" server option.

Leftover research bulbs will carry over to next advance.

Trade routes are more effective.

Units attacking ships in cities double their firepower, while defenders get only 1 firepower.

Helicopters defending against air units get 50% penalty, and have their firepower reduced to 1 against fighter units.

You can build city walls even though you have Great Wall wonder.

The Communism government's food cost in default ruleset has been changed to 1, while it has been changed to 2 for the Civ2 ruleset.

Stealth fighter and bomber now really are stealthy, and are partially invisible just like subs. Also, stealth bombers have increased their attack strength from 14 to 18.

Civ2 ruleset now has Fundamentalism.

Improved modpack abilities: The caravan ability has been split. New ways to calculate technology costs. Better documentation. Rulesets can specify starting techs. You can have more than one bonus tech. Split settler abilities. Buildings ruleset syntax has been significantly extended, but effects do not work yet.

Isometric view in gtk and amiga clients using the mostly civ2- compatible HiRes tileset. This is on by default, but the old non- isometric tiles are still available by giving a --tiles argument to the client, fx "civclient --tiles trident".

While planning a goto (after hitting "g") a line will be displayed showing the route from the selected unit to the mouse pointer. Hitting "g" will insert a waypoint at the mouse pointer.

The server now has readline completion. This works at all levels, fx "cu< TAB >" completes to "cut", and if there exist a player named "paulz" "cut pau< TAB >" will complete to "cut paulz".

Players can agree to give shared vision, which means that you automatically see everything the other player sees.

Layer view menu items allow you to only display some map info on the main map. Fx you can choose to not show roads.

The server will ping all connected clients and cut off those too slow to respond.

Smarter placing of partisans.

The server no longer automatically starts when the maximum number of players have been reached.

If commandlevels are used and the controlling player disconnects a connected player can assume the "first" level with the "/firstlevel" command.

"Restrictions and Limitations" section added to the README.ruleset

Caravans, diplomats and spies can move into allied cities.

Elephants, Crusaders and Fanatics activated in civ 2 ruleset.

The size of the city foodbox is now controlled by the ruleset variables "granary_food_ini" and "granary_food_inc".

Limit on number of improvement types in rulesets removed.

Capitalization is available from the start of the game in the default ruleset. (renamed coinage)

Cities can have 0 trade. (used to be at least 1)

Settlers can only be added to cities less than size 8, as in civ 2.

If you paradrop a unit into unknown terrain and the terrain contains an enemy unit the paradropping unit is lost. If you drop into terrain you thought was land, but which has changed to water, the unit is also lost.

diplomats/spies can't take action from a ship.

Refueling air units at turn update will refuel units with only 1 fuel first. Secundary criteria is unit cost.

Trireme loss percentage depends upon known technologies.

Leonardo's workshop will upgrade a random unit each turn, and not just the next one.

Allied cities count as friendly when determining whether a unit is being agressive. (gives unhappyness under some govs.)

May now disperse initial units over specified area. See "dispersion" server option.

May now arrange for first client to connect to have a higher cmdlevel than the following clients. See "cmdlevel" server option.

Save files now transparently (un)compressed when (loaded) saved.

Now requires a minimum number of ocean tiles to be adjacent to a land tile wished to be transformed into ocean. Default is 1.

Added Nuclear Fallout. Industrialization and population still generate Pollution. Dropping a Nuke generates Nuclear Fallout, which is distinct from Pollution. There is a new command to clean Fallout vs. cleaning Pollution. Fallout contributes to Nuclear Winter -- which also changes terrain, but tends to Desert, Tundra and Glacier. Added a new "cooling" icon to the info area to indicate the progress towards Nuclear Winter, and also an icon for Fallout on the main map. AIs are now more aggressive at cleaning up Pollution, but not Fallout.

Ported to OpenVMS.

Moved most of the dependencies on the "civstyle" server option to separate values in game.ruleset files.

No longer will cities with exactly 0 (zero) production surplus be given a "free" shield every turn.

Command-line arguments made more consistent between server and client.

Caravans now provide a research benefit when initially establishing a trade route, equal to the monetary benefit.

Diplomat/Spy changes:*Changed all actions to more closely conform to Civ2 rules.*Changed "diplchance" to be %-chance of success. Used in many ways.*Diplomat/Spy may attempt action with any movement left.*Added "At Spy's Discretion" selection to steal and sabotage dialogs.*Allow Spies to steal tech from a city more than once (gets harder).*May only poison towns of size greater than 1 (one).*May only sabotage units that are alone on a square.*When a city is subverted, only nearby units change sides.*Veteran status improves defense against other Diplomats/Spies.

Added production display of number of turns remaining to build.

Small, shield-like flags tilesets (trident_shields, engels_shields).

Airbase changes (for Civ2 compliance):*Ground units can attack Air units when they are parked on an Airbase.*Units are defeated only singly when on an Airbase (like a Fortress).

Revised and improved the server 'help' command.

New intro graphics.

Ships may now have their movement reduced after a combat in which they are damaged.

Internationalization added. Some aspects still need improvement, and in particular currently only works well if client and server both use the same language. Initial (partial) translations included are: de es fr hu pl pt pt_BR.

Improvements to "trident" tileset, and this set is now the default.

New ruleset support for NATIONS, and many new nations added -- there are now 32 nations in the default nations file. Also allow multiple leaders choices for each nation, allow longer player names, and allow specifying/choosing sex of leader.

New ruleset support for TERRAIN, and changes to allow Civ2 style terrain with more specials, multi-terrain rivers, and new farmland infrastructure. Moved some server options into terrain ruleset, and added new rule option regarding movement along rivers.

New ruleset support for GOVERNMENTS, and more general unit upkeep.

The contents and layout of the graphics files is now described in user-editable 'spec' files, instead of being hardwired into the code; see README.graphics for details.

Changes to city graphics: can now see cities grow. Also, code support for different city styles for different nations, and for technology dependent styles, but lacking good graphics except for the default style. Cities show a small flag when occupied by one or more units.

From Civ2, added Paratroopers unit and Airbase infrastructure.

Initial window size of Gtk+ client is smaller, to fit better on smaller screens, and can now resize detached chat/output window.

City report enhancements: New "Change All" dialog to convert all production of a given item to some other item (both clients); can select multiple cities and issue commands (Gtk+ client only); can sort by different columns (Gtk+ client only). Can also select multiple items in the Trade Report (Gtk+ client only).

In Civ2 style, can select which infrastructure item to pillage, and multiple units can pillage together. Can now pillage fortresses, as well as new farmland and airbase infrastructure items.

More fields added to Demographics Report, and now configurable from a server option.

Added more information to "Active Units Report", and renamed to "Military Report".

New cursors added for Goto, Nuke and Paradrop modes; < Escape > key cancels Go-To/Paradrop/nuke mode; pollution on city squares is now always clearly visible; improvements to refresh method for pixmaps in Gtk+ client; various other improvements to both clients.

Autosettlers no longer convert Plains/Grasslands to Forests, but will now Transform terrain.

AI can build spaceships, although does not do so very aggressively or intelligently yet.

Server and client may specify a different metaserver to use. There is now a metaserver running on www.freeciv.org, and that is now the default metaserver (http://www.freeciv.org/metaserver).

New server option for "turn blocking" mode, in which players will never miss a turn even if sometimes disconnected.

More flexible rulesets for units and techs (advances) allowing variable number of items in each (up to 200) and no longer any techs with hardwired effects depending on position in ruleset file.

Appropriate helptext now appears in ruleset files, allowing modpacks to give modified help to correspond to modified items.

Format of ruleset files is changed, no longer compatible with those for 1.8.0 and 1.8.1.

Removed science bonus of +1 per city per turn.

In Civ2 mode, overflight of a hut causes it to disappear, and can't build cities next to each other.

Rapture_size now 3, to conform to Civ2.

Settlers and Engineers now cost shield upkeep as well as food upkeep (depending on government type) as in both Civ1 and Civ2.

Helicopters do not lose hitpoints when over an airbase.

The amount of food required for a city grow is now ((citysize+1) * foodbox), instead of (citysize * foodbox); new behavior matches both Civ1 and Civ2.

Some re-organization of data directory, in adding data/scenario, and graphics now in data/trident, data/engels and data/misc.

Preliminary support for compiling the server on Mac (but networking code not yet ported).

The biggest change is a new client which uses the popular Gtk+ toolkit. The old Xaw client is still included as well.

A new alternate (30x30) tileset: the "trident" tileset. Start the client with "--tiles trident" to try it out. (This replaces the "classic/brunus" tileset, which is still available separately from the Freeciv ftp site.)

In the Gtk+ client, parts of the main window can be detached. Detaching them all allows a full-screen map window!

The data directory can now be specified as a "path" ($FREECIV_PATH), instead of a single directory. By default, ~/.freeciv is now in the path, so if you download new tiles, modpacks, etc, you can now simply put them in ~/.freeciv

Space race! Be the first player to build a space ship and colonize Alpha Centauri.

Civil war! Capturing the enemy capital may split his empire. Half of his towns will join a new AI leader!

Two tile sets in this release! The "big" ones are from Ralph Engels. I hope you will enjoy them. The second set is an enhancement of the classic ones. The server option -tiles allows to choose a subdirectory of the data directory to use different tiles. (The data directory can be set with the DATADIR environment variable.) Also, diagonal roads and railroads are now drawn. Changed some of the national flags (especially changed Soviet flag to the Russian flag for Russians).

Rulesets can be used to customise units, advances, wonders, and improvements without recompiling -- see README.rulesets.

Units in a town can be put in auto-attack mode. In this mode, they will attack any enemy units which come nearby.

New city options for each city, controlling whether new citizens are workers or specialists, whether to allow disbanding a size 1 city by building a settler, and options for units on auto-attack mode in the city.

Mapgen 4 (selected with the server command "set generator 4") is a new map generator which generates a map with 2 players on each island.

Cities can be a traded in diplomatic treaties. This effectively allows you to exchange, sell or buy cities.

The AI now builds diplomats to defend against enemy diplomats.

Settlers and engineers can do teamwork. With enough manpower, all terrain improvements can be done fast!

With engineers, the terrain type can be changed using the new Transform command ('O'). For example, hills can be turned into plains.

Units only regenerate hit points if they have not moved at all for a full turn.

Gamelog option. The whole history of a game can be stored in the gamelog file.